I collect into one file my 3ds objects I maked in Win3ds app. It was reconverted to 3ds pormat using some software because my 3ds format routines are not enough compatible with other apps.
http://macgub.hekko.pl/win/own_3ds_objects.7z

Hi, i am a beginner in this, and looking into the future - not simplest shading only, asking next questions:
1 - do we sort original 3d coords or those after a 2d projection
2 - i suppose sorting to be applied many times
3 - are we to sort by y coord all the time
4 - will it be profitable to write a proc named eg SortPointsByAField(count points FiledOffset)
5 - thanx

win3ds12. I added shading point light dependent. Also shade calculation (in this shading model). I maked button to random plane obliquity (on which shadow falls), and random point light position. I remove bug (rather serious) in triangulation procedure.
Take it and be happy. http://www.macgub.hekko.pl/win/win3ds12.7z

idle
1 After projection we sort all triangles (faces) by Z coord, but only in painter algorithm. In Zbuffer algorithm we dont need to sort.
2 I dont know what you exactly mean.
3 By y coord we only sort in single triangle (face) drawing...
4 ...both sorts (z and y) are completly diffrent. In completly separate places in app.
5 I hope, I help a bit.

win3ds14 - in this version I added posibility to teslate triangles only from chosen area also define height of displacement "bumps" option. I divide drawing triangle process into two separate threads. Object "Cordis_Christi.3ds" I reedit using new win3ds13 and win3ds14 features is included in package.
http://www.macgub.hekko.pl/win/win3ds14.7z

Win3ds16 -> I add new rendering model - Phongs shading - interpolation and normalizing normal vector in every pixel. All calculations done on single precision floats. Also I add trinagulation and displacement faces only with positive z cooficient of normal vector as option. Some computing are now divided to threads (I doubt it is succesful). Comments, critising and any other feedback desired.
Maciej.
http://macgub.hekko.pl/win/win3ds16.7z

Win3ds17 - I made two new rendering models - texture with bilinear filtering + Phong shading parallel (for now only one light is supported in this model) and glass like rendering. In glass model I tried implement stencil buffer, but it not works correctly. I entered also removig unused vertices option - some objects, I done need it (ring2.3ds, form3.3ds), avialable to download from my site in the past (now are changed for new, corrected versions). I add new procedure searching non redundand edges too. Now not only two (for one triangle), but all edges are displayed (in edge rendering models). I tried refresh and tidy code (files grd_cat.inc, grd_tex.inc), but inspite of mine effort still terribly mess is in code.

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